domenica 8 marzo 2026

New Shaman Spirit: Dragon

To complement the Dragon oracle mystery!

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Dragon

A shaman who selects the dragon spirit is tall and imposing, with a hair and eye color matching the dragon type she identifies with. Little scales of the same color can be seen in some parts of her body. When she calls upon one of her spirit’s abilities, her eyes glow bright and her voice sounds hoarse and rumbling.

Upon selecting this spirit, the shaman must select an energy type (acid, cold, electricity, or fire) to be her associated element, which impacts her spirit powers and spirit hexes. A shaman must have the Dragon spirit as her primary spirit in order to qualify for the Dragon ApostleBL5 prestige archetype.

Bonus Spells: cause fear (2nd), resist energy (4th), fly (6th), fear (8th), spell resistance (10th), antimagic field (12th), true seeing (14th), form of the dragon III* (16th), overwhelming presenceUM (18th).

Hexes: A shaman who chooses the Dragon spirit can select from the following hexes.

Draconic Essence (Ex): The shaman gains Draconic ManifestationLoD as a bonus feat and a +4 insight bonus on Intimidate checks. She can use Draconic ManifestationLoD when using her dragon claws spirit power in the same way as a sorcerer with the draconic bloodline.

Draconic Majesty (Su): As a swift action, the shaman can manifest an aura of draconic might around herself. Enemies within 30 feet who can see the shaman when she activates this ability must attempt a Will save. Success means that the creature is immune to this ability for the following 24 hours. On a failed save, the opponent is shaken for 1d6 rounds. This is a mind-affecting fear effect. The shaman can use this ability three times per day, but she must wait 1d4+1 rounds between each use.

Dragon Magic (Su): The shaman can add a number of spells with the draconicLoD descriptor or with “dragon” in their name equal to her Charisma modifier (minimum 1) to the list of shaman spells she can prepare. To cast these spells she must have a Charisma score equal to at least 10 + the spell’s level, but the saving throw DCs of these spells are based on her Wisdom rather than Charisma. When she casts these spells, they are always treated as divine. Each time the shaman gains a level after taking this hex, she can choose to replace one of these spells for a new dragon magic spell.

Dragon Senses (Ex): The shaman’s senses take on a keen draconic edge. She gains either darkvision with a range of 60 feet or low-light vision. At 5th level, the shaman can select darkvision with a range of 60 feet or low-light vision if she does not yet have both, or she can add 60 feet to the range of her darkvision. At 11th level, the shaman gains blindsense with a range of 30 feet. If she already has blindsense, the shaman instead increases its range by 30 feet. At 15th level, the shaman gains either the scent ability or a +4 bonus on Perception checks.

Dragon’s Tail (Ex): The shaman can grow a scaly tail. This tail can be used only to make attacks of opportunity, but it allows the shaman to make one additional attack of opportunity each round. This tail attack deals an amount of bludgeoning damage equal to 1d8 (1d6 if the shaman is Small) + the shaman’s Strength modifier. At 10th level, the shaman can attempt a free trip combat maneuver check against any creature damaged by her tail attack. This does not provoke an attack of opportunity.

Spirit Animal: The shaman’s spirit animal has patches of colored scales on its body and a vaguely draconic aspect. Any touch attacks against the animal are resolved against its normal AC.

Spirit Ability: A shaman who chooses the Dragon spirit as her spirit or wandering spirit gains the following ability.

Dragon Claws (Su): The shaman can grow claws as a free action. These claws are treated as natural weapons, allowing her to perform two claw attacks as a full attack action using her full base attack bonus. Each of these attacks deals an amount of slashing damage equal to 1d4 (1d3 if the shaman is Small) + the shaman’s Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage die increases by 1 step, to deal an amount of slashing damage equal to 1d6 (1d4 if the shaman is Small) + the shaman’s Strength modifier. At 11th level, these claws deal an additional 1d6 points of damage of the shaman’s chosen energy type on a successful hit. The shaman can use these claws for a number of rounds per day equal to 3 + her Charisma modifier. These rounds do not need to be consecutive.

Greater Spirit Ability: A shaman who chooses the Dragon spirit as her spirit or wandering spirit gains the following ability upon having access to the greater version of that spirit.

Breath Weapon (Su): The shaman gains resistance 5 to her energy type. In addition, she gains a breath weapon dealing 1d6 points of damage of her energy type per 2 shaman levels she possesses (minimum 1d6; Reflex half). The shape of the breath weapon is either a 30-foot cone or a 60- foot line, selected when gaining this power. The shaman can use this ability three times per day, but she must wait 1d4 rounds between each use.

True Spirit Ability: A shaman who chooses the Dragon spirit as her spirit or wandering spirit gains the following ability upon having access to the true version of that spirit.

Form of the Dragon (Su): The shaman’s kinship with dragonkind allows her to take on the form of a dragon. As a standard action once per day, the shaman can assume the form of a Large dragon, as per form of the dragon II*, with a duration of 10 minutes per oracle level. The shaman can instead have this ability function as per form of the dragon I*; if she does, the duration is 1 hour per level.

Manifestation: Upon reaching 20th level, the shaman’s draconic destiny unfolds. She gains immunity to paralysis, sleep, and damage of her energy type. The shaman counts as a dragon for the purposes of spells and magical effects. She can use her breath weapon an unlimited number of times per day, though no more often than once every 1d4+1 rounds. In addition, when using the form of the dragon power, the shaman can assume the form of a Huge dragon, as per form of the dragon III*.


* With the GM’s permission, a shaman can replace these spells with the equivalent version of an alternative form of the dragon spell. Once made, this choice cannot be changed.

sabato 7 marzo 2026

New Warden Vigil: Outrage

A new class option for the Warden class by Drop Dead Studios! For the Warden who wants to protect with rage!

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New Warden Vigil: Outrage

An outraged warden is driven to fury by the wrongs he perceives in the world and everything that would harm his allies. Using a combination of offense and defense, he unleashes his rage against enemies and evildoers and puts himself in the first line during combat.

Vigil Sphere: Berserker.

Outraged Guard: An outraged warden’s guard feels infuriating and tumultuous. At 3rd level, the warden’s guarded allies gain a number of temporary hit points equal to twice the warden’s guard bonus, and they don’t provoke attacks of opportunity when charging.

Shared Adrenaline: At 7th level, when the warden uses an (adrenaline) talent on himself while berserking, he can grant that talent to his guarded allies too (the warden’s guarded allies don’t gain the base effects of the berserking ability). If the warden spends a spell point, he can apply a second (adrenaline) talent to himself at the same time when using this ability.

Vengeful Outrage: At 11th level, whenever an ally within the warden’s guard range suffers damage from  a weapon attack, the warden can spend one of his attacks of opportunity in that round to grant that ally a free attack at their highest attack bonus against the creature that damaged them. This is in addition to the ally’s normal number of attacks in a round.

Indomitable Will: At 15th level, the warden is immune to mind-affecting effects unless he is a willing target. Additionally, allies within the warden’s guard range gain a +4 bonus on saving throws against enchantment spells or effects.

Spell-Sundering Roar: At 19th level, while the warden has a patrol active, he can use a brutal strike to try sundering any hostile spell cast on himself or his allies within his threatened area. This functions as the Spell Sunder advanced berserker talent, except it has effect on any spell rather than just ongoing effects.


Vigil Reinforcements


Rage (requires outrage) The warden can enter a rage like a barbarian, for a number of rounds per day equal to his warden level. These rounds of rage stack with any rounds of rage he might have from other sources. He is under the same restrictions with skills, spells, and sphere abilities as a barbarian, but he may use his guard ability and reinforcements as normal, and can use (adrenaline) powers during a rage as if he was berserking. He is fatigued afterward as a barbarian.  The warden may end a rage prematurely as a free action.


Uncanny Dodge (requires diligence, intuition, or outrage vigil, warden 6) The warden and his guarded allies gain the uncanny dodge ability as the barbarian class feature, preventing them from being caught flatfooted and allowing them to keep their Dexterity bonus to their AC if the attacker is unseen. (They still lose their Dexterity bonus to their AC if a foe successfully feints against them.)

If a guarded ally already has uncanny dodge, they gain improved uncanny dodge while guarded instead.

mercoledì 4 marzo 2026

Tool Weapons

I referred many times to these and it’s time to present them! An all-new weapon group and many examples of weapons that can be used as tools of different trades!

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Battle Chair

Price 13 gp; Type two-handed melee; Proficiency simple; Damage (M) 1d10 (B); Damage (S) 1d8 (B); Critical x3; Weapon Group hammers; Weight 30 lbs.

Qualities fragile (-1), improved critical multiplier (3), improved damage (4), tool (chair) (0), weapon feature (blocking) (1)

A chair with steel bands around its frame that increase its weight and make it more apt to be broken down on an opponent’s head.


Battle Tome

Price 19/37 gp; Type light/two-handed melee; Proficiency simple; Damage (M) 1d6 (B) (light)/2d6 (B) (two-handed); Damage (S) 1d4 (B) (light)/1d10 (B) (two-handed); Critical x2; Weapon Group hammers, tools; Weight 8/16 lbs.

Qualities aerodynamic (1), improved damage (2/5), tool (book) (0), weapon feature (blocking) (1)

Be it a small booklet or a huge steel-studded tome, a book can not only be used as a pastime or a source of knowledge, but also to make your foes feel all the weight of the Word- even at a distance.


Combat Fishing Pole

Price 24 gp; Type two-handed melee; Proficiency exotic; Damage (M) 1d4 (B); Damage (S) 1d3 (B); Critical x2; Weapon Group flails; Weight 5 lbs.

Qualities improved damage (1), tool (fishing pole) (0), weapon feature (grapple, reach, trip) (8)

By tying a sack full of sand or a steel weight to the end of its line in place of a lure and swinging it around, this reinforced fishing pole can be used to damage enemies.


Combat Ladder

Price 8 gp; Type two-handed melee; Proficiency simple; Damage (M) 1d8/1d8 (B); Damage (S) 1d6/1d6 (B); Critical x2; Weapon Group double, polearms; Weight 20 lbs.

Qualities improved damage (6), tool (ladder) (0), weapon feature (reach) (1)

A bigger version of the gnome battle ladder, a combat ladder is difficult to conceal and heavy to carry around, but it can be used as a weapon by adventurers that become fond of this particular tool.


Combat Umbrella

Price 10 gp; Type one-handed melee; Proficiency martial; Damage (M) 1d6 (P); Damage (S) 1d4 (P); Critical x2; Weapon Group light blades; Weight 9 lbs.

Qualities additional damage type (S) (1), finesse (3), improved damage (2), tool (umbrella) (0), weapon feature (blocking) (1)

This umbrella's ferrule is a hollow-tipped blade three to four inches in length and often overlooked as decorative. Reinforced ribs enable you to parry and deflect blows with the umbrella's tear-resistant canopy. If the canopy is metallic too, you can use the open umbrella as a slashing weapon.


Fighting Oar

Price 14 gp; Type two-handed melee; Proficiency martial; Damage (M) 1d8 (B); Damage (S) 1d6 (B); Critical x2; Weapon Group polearms; Weight 30 lbs.

Qualities improved damage (3), tool (oar) (0), weapon feature (brace, reach) (4)

A reinforced boat oar that can be used as a tool or a weapon. Sailors and galley slaves created their own styles of combat with the oar.


Juggling Club

Price 7 gp; Type light melee; Proficiency simple; Damage (M) 1d4 (B); Damage (S) 1d3 (B); Critical x2; Range 10 ft.; Weapon Group hammers, thrown; Weight 2 lbs.

Qualities aerodynamic (1), concealed (1), improved damage (1), tool (0), weapon feature (performance) (1)

Expert jugglers can throw these weighted clubs to opponents or pound enemies with them in addition to their performances.


Stiletto Pen

Price 7 gp; Type light melee; Proficiency simple; Damage (M) 1d4 (P); Damage (S) 1d3 (P); Critical x3; Weapon Group light blades, tools; Weight 1-½ lb.

Qualities improved critical multiplier (3), improved damage (1), tool (pen) (0)

This weapon is a fully functional, lavish ink pen with a clip that can be attached to a pocket or bandoleer and easily retrieved as a free action. Using a move action to interact with the pen allows its wielder to disengage a stiletto blade that slides free of the upper body or reattach the previously removed blade.


War Lute

Price 23 gp; Type one-handed melee; Proficiency exotic; Damage (M) 1d10 (B); Damage (S) 1d8 (B); Critical x2; Weapon Group hammers; Weight 9 lbs.

Qualities concealed (1), ease of grip (1), improved damage (4), tool (musical instrument) (0), shield (1), weapon feature (performance) (1)

A war lute’s box and neck have been reinforced with steel and his sound has a metallic quality. It can be used as a musical instrument or a weapon.


War Mallet

Price 20 gp; Type light; Proficiency martial; Damage (M) 1d4 (B); Damage (S) 1d3 (B); Critical x2; Weapon Group hammers, tools; Weight 6 lbs.

Qualities improved damage (1), tool (musical instrument) (0), weapon features (nonlethal, performance) (4)

War mallets are military drumsticks that can be used for bardic performance or for battle. They usually come in pairs and accompany a drum. A war mallet has a padded head that deals nonlethal damage, but it can be rotated in the hand to deal lethal damage with its grip end.


War Scissors

Price 9 gp; Type two-handed melee; Proficiency exotic; Damage (M) 1d12 (S); Damage (S) 1d10 (S); Critical x2 (19-20); Weapon Group heavy blades; Weight 10 lbs.

Qualities improved critical threat range (3), improved damage (5), strong (1)

These giant scissors are more than just a tailor’s tool; they sunder flesh and bone.

sabato 28 febbraio 2026

Thank You To My Patrons

Death rains from the skies, devil battle demons, and innocent lives are lost. The clouds darken. But resist, my friends. Always resist.

Thank you to my Supporter patrons:

-DragoDorn

-Christen Sowards

-Zabor

-S L Hall

-Syltorian

Today, a new piece of exclusive content has been published on my Patreon page. Please enjoy it!

Drake Feats

New feats for drakes and their charges (from Legacy of Dragons).

This post already appeared for patrons only on my Patreon page. If you wish to see stuff in advance and have access to other rewards, please consider donating!


Boon Drake Companion

Your drake ally has forged a stronger bond with you.

Prerequisite: Drake companion class feature.

Benefit: The abilities of your drake companion are calculated as though your class were 4 levels higher, to a maximum effective charge level equal to your character level. If you dismiss or lose a drake companion that has received this benefit and gain another later, you can apply this feat to the replacement creature.


Extra Drake Power

You gained an additional drake power.

Prerequisites: Drake, drake power class feature.

Benefit: Gain an additional drake power for which you meet the prerequisites. You may take this feat multiple times. The effects stack.

mercoledì 25 febbraio 2026

domenica 22 febbraio 2026

New Spell Chain: Form of the Drake

Every dragon family should also have a dedicated polymorph spell chain!

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Form of the Drake I

School transmutation (polymorph); Level alchemist 5, arcanist/sorcerer/wizard 5, druid 6, magus 5, shaman 6, witch 6

Casting Time 1 standard action

Components V, S, M (a scale of the drake type you plan to assume)

Range personal

Target you

Duration 1 minute/level (D)

Saving Throw see text; Spell Resistance no

You become a Small or Medium drake. You gain darkvision 60 ft., low-light vision, a breath weapon, and either resistance to one form of energy or some other bonus. In addition, if the form you assume has any of the following abilities, you gain the listed ability: 1 bite (1d4 if Small, 1d6 if Medium), burrow 20 ft., camouflage, 2 claws (1d3 if Small, 1d4 if Medium), climb 20 ft., constrict, fly 60 ft. (average), fogvision, grab, greensight 60 ft., hold breath, poison, pounce, scent, swim 60 ft., snow vision, speed surge, a sting (1d3 if Small, 1d4 if Medium), 1 tail slap (1d4 if Small, 1d6 if Medium), woodland stride. Your breath weapon and resistance depend on the type of drake. You can only use the breath weapon once per casting of this spell. All breath weapons (except where indicated) have the form of balls that explode at a range of 40 feet and deal 4d8 points of damage in a 10-foot spread, allowing a Reflex save for half damage. 

Small drake: If the form you take is that of a Small drake, you gain a +4 size bonus to your Dexterity, and a +2 natural armor bonus.

Medium drake: If the form you take is that of a Medium drake, you gain a +4 size bonus to your Strength, a +2 size bonus to your Constitution, and a +4 natural armor bonus.


Drake Type

Additional Abilities

Coral

15-foot cone of piercing, +4 bonus on saves vs. poison

Desert

Electricity, electricity resistance 20

Elemental

Acid, cold, electricity, or fire*, resistance 15 to the same type of energy

Ether

Ether bite (no breath weapon), spell resistance equal to 13 + the spell’s level

Fire

20-foot cone of fire, fire resistance 30, vulnerability to cold

Flame

Fire, fire resistance 30, vulnerability to cold

Forest

Acid, acid resistance 20

Frost

Cold, cold resistance 20, vulnerability to fire

Ice

20-foot cone of cold, cold resistance 20, vulnerability to fire

Jungle

Predatory grab (no breath weapon), +4 bonus on saves vs. poison

Lava

Fire, fire resistance 20, vulnerability to cold

Mist

Bludgeoning, misty camouflage

Rift

Acid, acid resistance 20

River

Acid, acid resistance 20

Salt

20-foot cone of slashing, fast healing 2

Sea

Electricity, electricity resistance 20

Shadow

Cold, cold resistance 20

Spire

Negative energy, +4 bonus on saves against negative energy effects, curses, and energy drain

Star

Cold or fire*, resistance 15 against the same type of energy


* Choose one when casting the spell.


Form of the Drake II

School transmutation (polymorph); Level alchemist 6, arcanist/sorcerer/wizard 6, druid 7, magus 6, shaman 7, witch 7

This spell functions as form of the drake I except that it also allows you to assume the form of a Tiny or Large drake. You gain darkvision 60 ft., low-light vision, a breath weapon, and resistance to one form of energy or some other bonus. In addition, if the form you assume has any of the following abilities, you gain the listed ability: amphibious, aquatic adaptation, 1 bite (1d4 if Small, 1d6 if Medium), burrow 20 ft., camouflage, 2 claws (1d3 if Small, 1d4 if Medium), climb 20 ft., constrict, fly 60 ft. (average), forceful bite, fogvision, grab, greensight 60 ft., hold breath, lifesense 60 ft., magma shake, poison, pounce, predatory grab, scent, shadow blend, swim 60 ft., snow vision, speed surge, a sting (1d3 if Small, 1d4 if Medium), 1 tail slap (1d4 if Small, 1d6 if Medium), tremorsense 30 ft., woodland stride. You can only use the breath weapon once per casting of this spell.

Tiny drake: If the form you take is that of a Tiny drake, you gain +8 size bonus to your Dexterity, and a +3 natural armor bonus.

Large drake: If the form you take is that of a Large drake, you gain a +6 size bonus to your Strength, +4 size bonus to your Constitution, and a +6 natural armor bonus. Your breath weapon deals 6d8 points of damage (Reflex save allowed for half damage) and increases its range by 20 feet; ball breath weapons also increase their spread to 20 feet.